cass

cass and rose

@cass

cohost's resident subway chicks

white, twenty, plural, disabled, queer. my sister is @yrgirlkv! i write things and ride trains and read stories.


The early puzzle-platformer indie success story Braid was released in 2008 for Xbox 360's XBLA, and then a year later it was ported to Mac and Windows (and to Linux another year after that).

tim 'the time man' braider standing next to the A buttontim 'the time man' braider being told to press X to un-die
tim 'the time man' braider standing next to spacetim 'the time man' braider dying next to a shift key
While retaining its support for Xinput controllers, the PC version of Braid was also updated to support play with the keyboard's arrow keys, spacebar, and shift. Due to the game's minimalist "no-config-menus-or-tutorials-ever" approach to introducing its controls, in-level signposting indicating which button to press to jump or rewind had to be semi-dynamically loaded depending on whether you were using a keyboard or controller.
tim 'the time man' braider going to the bathroom Despite not offering real control configuration, players unhappy with the default keybindings weren't without *any* options; the game has a 'secret' set of alternative keyboard controls: instead of arrows keys and spacebar, you can use WASD and Z, respectively. In keeping with the game's principles, this feature is only ever hinted at in-universe, with this pile of blocks on a shelf in the overworld house's bathroom. Not only were these alternative mappings useful for players who are more comfortable playing with their hands in different positions than on the arrow keys/shift/space, they also enabled FPS-seasoned PC gamers to play with (only!) their left hand in a familiar WASD+shift+spacebar position.

This "one-handed" scheme was likely also useful during development, because

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